User prompt
Fix Bug: 'Uncaught ReferenceError: filters is not defined' in this line: 'var shadow = new filters.DropShadowFilter();' Line Number: 336
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Fix Bug: 'Uncaught ReferenceError: filters is not defined' in this line: 'var shadow = new filters.DropShadowFilter();' Line Number: 336
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Add ambiant occlusion
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Remove shadow
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Add shadow to villager
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Night as lower luminosity
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Add half luminosity at night
User prompt
Day cycle is 5 second long
User prompt
Update the luminosity base on hour
User prompt
Update the luminosity base of the day and night cycle and show the hour of the day on screen
User prompt
Create a day and night cycle over 15 second
User prompt
Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
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Fix Bug: 'TypeError: this.hasResources is not a function' in this line: 'if (utility.action === 'trade' && this.hasResources()) {' Line Number: 70
var Market = Container.expand(function () {
var self = Container.call(this);
var marketGraphics = self.createAsset('market', 'Market Graphics', .5, .5);
self.x = 2048 / 2;
self.y = 2732 / 2;
self.availableResources = {
wood: 0,
rock: 0,
food: 0
};
self.trade = function (villager, resourceType, amount) {
if (self.availableResources[resourceType] >= amount) {
self.availableResources[resourceType] -= amount;
villager.gameResources[resourceType].amount += amount;
}
};
self.addResource = function (resourceType, amount) {
self.availableResources[resourceType] += amount;
};
});
var HouseBuilder = Container.expand(function () {
var self = Container.call(this);
self.build = function (villager) {
var newHouse = new House();
newHouse.initializeRandomPosition();
villager.parent.addChild(newHouse);
villager.state = 'atHome';
villager.home = newHouse;
newHouse.scheduleVillagerWork(villager);
};
});
var Resource = Container.expand(function (type, amount) {
var self = Container.call(this);
self.type = type;
self.amount = amount;
var resourceGraphics = self.createAsset(type.toLowerCase() + 'Image', type + ' Image', .5, .5);
});
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.createAsset('treeImage', 'Tree Image', .5, .5);
self.resourceType = 'food';
self.amount = 100;
self.collectResource = function (villager) {
if (self.amount > 0) {
var collectedAmount = Math.min(5, self.amount);
villager.gameResources.food.amount += collectedAmount;
villager.carriedFood += collectedAmount;
self.amount -= collectedAmount;
if (self.amount <= 0) {
self.destroy();
}
}
};
});
var Villager = Container.expand(function (resources) {
var self = Container.call(this);
Villager.prototype.calculateOverallUtility = function (utilities) {
var weights = {
'work': 1.0,
'home': 0.8,
'plant': 0.5,
'buildHouse': 0.7,
'trade': 0.6
};
utilities.forEach(function (utility) {
var weightedUtility = utility.utility * (weights[utility.action] || 1);
if (utility.action === 'home' && this.tiredness > 0.5) {
weightedUtility *= 1.5;
}
if (utility.action === 'trade' && this.hasResources()) {
weightedUtility *= 1.2;
}
utility.utility = weightedUtility;
}, this);
return utilities.reduce(function (highest, current) {
return highest.utility > current.utility ? highest : current;
});
};
Villager.prototype.kiss = function (partner) {
if (this.canFallInLove(partner)) {
this.createBabyWith(partner);
}
};
Villager.prototype.createBabyWith = function (partner) {
var babyX = (this.x + partner.x) / 2;
var babyY = (this.y + partner.y) / 2;
var babyVillager = this.parent.createAndAddVillager(babyX, babyY, true);
babyVillager.home = this.home || partner.home;
babyVillager.workplace = this.workplace || partner.workplace;
};
Villager.prototype.continuousMove = function () {
if (this.x < this.speed || this.x > 2048 - this.speed) this.directionX *= -1;
if (this.y < this.speed || this.y > 2732 - this.speed) this.directionY *= -1;
this.x = Math.max(this.speed, Math.min(2048 - this.speed, this.x + this.speed * this.directionX));
this.y = Math.max(this.speed, Math.min(2732 - this.speed, this.y + this.speed * this.directionY));
if (Math.random() < 0.5) {
this.directionX = Math.random() < 0.5 ? -1 : 1;
this.directionY = Math.random() < 0.5 ? -1 : 1;
}
};
Villager.prototype.directionX = 1;
Villager.prototype.directionY = 1;
Villager.prototype.restAtHome = function () {
this.state = 'resting';
this.tiredness = Math.max(0, this.tiredness - 0.1);
if (this.home) {
this.home.occupy(this);
}
if (this.tiredness <= 0) {
this.state = 'atHome';
}
};
Villager.prototype.hasResources = function () {
return this.carriedWood > 0 || this.carriedRock > 0 || this.carriedFood > 0;
};
Villager.prototype.isDoingSomething = function () {
return this.state === 'goingToWork' || this.state === 'working' || this.state === 'goingHome' || this.state === 'resting' || this.state === 'plantingTree' || this.state === 'buildingHouse';
};
self.carriedWood = 0;
self.carriedRock = 0;
self.carriedFood = 0;
self.tiredness = 0;
Villager.prototype.canBuildHouse = function () {
return this.gameResources && this.gameResources.wood.amount >= 200 && this.gameResources.rock.amount >= 200 && this.gameResources.food.amount >= 200;
};
Villager.prototype.calculateBuildUtility = function () {
return this.canBuildHouse() ? 25000 : 0;
};
Villager.prototype.canFallInLove = function (otherVillager) {
return this.state === 'atHome' && otherVillager.state === 'atHome' && !this.partner && !otherVillager.partner;
};
self.gameResources = resources;
var villagerGraphics = self.createAsset('villager', 'Villager Graphics', .5, .5);
self.targetX = null;
self.targetY = null;
self.home = null;
self.workplace = null;
self.resourceType = null;
self.speed = 12;
self.moveTo = function (x, y, state) {
self.targetX = x;
self.targetY = y;
if (state) self.state = state;
};
self.update = function () {
self.continuousMove();
self.executeCurrentAction();
};
self.decideNextAction = function () {
var utilities = [{
action: 'work',
utility: self.calculateWorkUtility()
}, {
action: 'home',
utility: self.calculateHomeUtility()
}, {
action: 'plant',
utility: self.calculatePlantUtility(self.gameResources)
}, {
action: 'buildHouse',
utility: self.calculateBuildUtility()
}, {
action: 'trade',
utility: self.calculateTradeUtility()
}];
var highestUtilityAction = self.calculateOverallUtility(utilities);
self.state = highestUtilityAction.action;
if (self.state === 'work') {
self.moveTo(self.workplace.x, self.workplace.y, 'goingToWork');
}
};
self.executeCurrentAction = function () {
switch (self.state) {
case 'goingToWork':
if (self.workplace && self.workplace.x !== null && self.workplace.y !== null) {
self.moveTowards(self.workplace.x, self.workplace.y);
if (self.intersects(self.workplace)) {
self.state = 'working';
self.startWorking();
}
}
break;
case 'working':
if (self.workplace && typeof self.workplace.collectResource === 'function') {
self.workplace.collectResource(self);
}
break;
case 'goingHome':
if (self.home) {
self.moveTowards(self.home.x, self.home.y);
if (self.intersects(self.home)) {
self.arriveHome();
}
}
break;
case 'resting':
self.restAtHome();
break;
case 'plantingTree':
self.plantTree();
break;
case 'buildingHouse':
self.buildHouse();
break;
case 'trade':
if (self.parent.market) {
self.moveTowards(self.parent.market.x, self.parent.market.y);
if (self.intersects(self.parent.market)) {
if (self.carriedWood > 10) self.parent.market.trade(self, 'wood', 10);
if (self.carriedRock > 10) self.parent.market.trade(self, 'rock', 10);
if (self.carriedFood > 10) self.parent.market.trade(self, 'food', 10);
self.state = 'atHome';
}
}
break;
}
};
self.calculateWorkUtility = function () {
return self.workplace && self.workplace.resourceType && self.workplace.resourceType.amount > 0 ? 25000 : 1;
};
self.calculateHomeUtility = function () {
return self.tiredness > 0.7 || self.hasResources() ? 25000 : 1;
};
self.calculatePlantUtility = function (gameResources) {
return self.gameResources && self.gameResources.food.amount > 50 && !self.workplace ? 25000 : 0;
};
self.calculateTradeUtility = function () {
var excessResources = (self.carriedWood > 10 ? 1 : 0) + (self.carriedRock > 10 ? 1 : 0) + (self.carriedFood > 10 ? 1 : 0);
return excessResources > 1 ? 25000 : 0;
};
self.moveTowards = function (x, y) {
var dx = x - self.x;
var dy = y - self.y;
if (dx !== 0 || dy !== 0) {
self.moveTo(x, y);
self.moveTowardsTarget();
}
};
self.moveTowardsTarget = function () {
if (self.targetX !== null && self.targetY !== null) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.speed) {
self.x = self.targetX;
self.y = self.targetY;
self.targetX = null;
self.targetY = null;
} else {
var angle = Math.atan2(dy, dx);
self.x += Math.cos(angle) * Math.min(self.speed, distance);
self.y += Math.sin(angle) * Math.min(self.speed, distance);
}
}
};
});
var EmployingWorkPlace = Container.expand(function () {
var self = Container.call(this);
var workplaceGraphics = self.createAsset('workplace', 'Workplace Graphics', .5, .5);
self.isEmploying = true;
self.employ = function (villager) {};
});
var House = Container.expand(function () {
var self = Container.call(this);
House.prototype.scheduleVillagerWork = function (villager) {
LK.setTimeout(function () {
villager.state = 'goingToWork';
villager.moveTo(villager.workplace.x, villager.workplace.y);
}, 5000);
};
House.prototype.initializeRandomPosition = function () {
this.x = Math.random() * 2048;
this.y = Math.random() * 2732;
};
var houseGraphics = self.createAsset('house', 'House Graphics', .5, .5);
self.isOccupiable = true;
House.prototype.occupy = function (villager) {
if (!this.isOccupiable) return;
this.isOccupiable = false;
villager.home = this;
this.scheduleVillagerWork(villager);
};
});
var ResourceDisplay = Container.expand(function (gameResources) {
var self = Container.call(this);
self.gameResources = gameResources || ({
wood: {
amount: 0
},
rock: {
amount: 0
},
food: {
amount: 0
}
});
var resourceDisplayText = new Text2('', {
size: 50,
fill: "#ffffff"
});
resourceDisplayText.anchor.set(0.5, 0);
resourceDisplayText.x = 2048 / 2 - 800 - 500 + 100;
resourceDisplayText.y = 50;
LK.gui.topCenter.addChild(resourceDisplayText);
self.update = function () {
resourceDisplayText.setText('Resources: Wood ' + self.gameResources.wood.amount + ' units, Rock ' + self.gameResources.rock.amount + ' units, Food ' + self.gameResources.food.amount + ' units');
};
});
var VillagerAndFramerateDisplay = Container.expand(function (game) {
var self = Container.call(this);
self.villagers = game.villagers;
var villagerCountText = new Text2('', {
size: 50,
fill: "#ffffff"
});
villagerCountText.anchor.set(0.5, 0);
villagerCountText.x = 2048 / 2 - 200;
villagerCountText.y = 50;
LK.gui.topCenter.addChild(villagerCountText);
var startTime = Date.now();
var framerateText = new Text2('', {
size: 50,
fill: "#ffffff"
});
framerateText.anchor.set(0, 1);
framerateText.x = 500;
framerateText.y = 2732;
LK.gui.topCenter.addChild(framerateText);
var framerateText = new Text2('', {
size: 50,
fill: "#ffffff"
});
framerateText.anchor.set(0, 1);
framerateText.x = 500;
framerateText.y = 2732;
LK.gui.topCenter.addChild(framerateText);
var lastTick = LK.ticks;
var frameCount = 0;
var lastSecond = Math.floor(lastTick / 60);
self.update = function () {
var currentTick = LK.ticks;
var currentSecond = Math.floor(currentTick / 60);
frameCount++;
if (currentSecond > lastSecond) {
framerateText.setText('FPS: ' + frameCount);
framerateText.visible = true;
frameCount = 0;
lastSecond = currentSecond;
}
villagerCountText.setText('Villagers: ' + (self.villagers ? self.villagers.length : 0));
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
self.makeVillagerDecisions = function (villager) {
if (!villager.isDoingSomething()) {
villager.decideNextAction();
}
};
LK.on('tick', function () {
self.villagerAndFramerateDisplay.update();
var currentTime = Date.now();
var elapsedTime = Math.floor((currentTime - self.startTime) / 1000);
self.timerText.setText('Time: ' + elapsedTime);
self.updateResourceDisplay();
for (var i = 0; i < self.villagers.length; i++) {
self.villagers[i].update();
self.makeVillagerDecisions(self.villagers[i]);
}
self.handleVillagersFallingInLove();
});
self.timerText = new Text2('Time: 0', {
size: 100,
fill: "#ffffff"
});
self.timerText.anchor.set(1, 1);
self.timerText.x = 2048 - 500;
self.timerText.y = 2732;
LK.gui.topCenter.addChild(self.timerText);
self.startTime = Date.now();
self.villagers = [];
self.villagerAndFramerateDisplay = new VillagerAndFramerateDisplay(self);
self.resourceDisplay = new ResourceDisplay(resources);
self.updateResourceDisplay = function () {
self.resourceDisplay.update();
};
self.handleVillagersFallingInLove = function () {
for (var i = 0; i < self.villagers.length; i++) {
for (var j = i + 1; j < self.villagers.length; j++) {
var villagerA = self.villagers[i];
var villagerB = self.villagers[j];
if (villagerA.canFallInLove(villagerB) && Math.random() < 0.5) {
villagerA.partner = villagerB;
villagerB.partner = villagerA;
LK.setTimeout(function () {
var home = villagerA.home || villagerB.home;
var childX = home.x;
var childY = home.y;
var childVillager = self.createAndAddVillager(childX, childY, true);
childVillager.home = home;
childVillager.workplace = self.workplaces[Math.floor(Math.random() * self.workplaces.length)];
childVillager.state = 'goingToWork';
childVillager.moveTo(childVillager.workplace.x, childVillager.workplace.y);
villagerA.kiss(villagerB);
}, 1000);
break;
}
}
}
};
function createResources() {
return {
wood: new Resource('Wood', 100),
rock: new Resource('Rock', 100),
food: new Resource('Food', 100)
};
}
var resources = createResources();
self.addChild(resources.wood);
self.addChild(resources.rock);
self.addChild(resources.food);
var background = self.createAsset('background', 'Background Graphics', 0, 0);
background.width = 4096 * 0.8;
background.height = 5464 * 0.8;
background.x = (2048 - background.width) / 2;
background.y = (2732 - background.height) / 2 - 400;
self.addChildAt(background, 0);
Game.prototype.createVillager = function (x, y, isBaby) {
var villager = new Villager(this.resources);
villager.x = x;
villager.y = y;
if (isBaby) {
villager.scale.x = 0.5;
villager.scale.y = 0.5;
}
return villager;
};
Game.prototype.addVillager = function (villager) {
this.addChild(villager);
this.villagers.push(villager);
};
self.villagers = [];
self.houses = [];
var newVillager = self.createVillager(1024, 1366);
self.addVillager(newVillager);
var newVillager = self.createVillager(1024, 1500);
self.addVillager(newVillager);
self.market = new Market();
self.addChild(self.market);
Game.prototype.createHouse = function (x, y) {
var house = new House();
house.x = x;
house.y = y;
return house;
};
Game.prototype.addHouse = function (house) {
this.addChild(house);
this.houses.push(house);
};
var houses = [];
var newHouse = self.createHouse(2048 / 2, 2732 / 2);
self.addHouse(newHouse);
houses.push(newHouse);
Game.prototype.createWorkplace = function () {
var workplace = new EmployingWorkPlace();
workplace.x = Math.random() * 2048;
workplace.y = Math.random() * 2732;
return workplace;
};
Game.prototype.addWorkplace = function (workplace) {
this.addChild(workplace);
this.workplaces.push(workplace);
};
self.workplaces = [];
var workplace = self.createWorkplace();
self.addWorkplace(workplace);
self.workplaces.push(workplace);
var house = new House();
house.x = 2048 / 2;
house.y = 2732 / 2;
houses.push(house);
self.addChild(house);
var workplace = new EmployingWorkPlace();
workplace.x = Math.random() * 2048;
workplace.y = Math.random() * 2732;
self.workplaces.push(workplace);
self.addChild(workplace);
self.villagerCreationInterval = LK.setInterval(function () {
if (self.resources && self.resources.food.amount >= 10) {
self.createAndAddVillager(Math.random() * 2048, Math.random() * 2732);
self.resources.food.amount -= 10;
}
}, 10000);
LK.on('tick', function () {
self.villagerAndFramerateDisplay.update();
var currentTime = Date.now();
var elapsedTime = Math.floor((currentTime - self.startTime) / 1000);
self.timerText.setText('Time: ' + elapsedTime);
self.updateResourceDisplay();
for (var i = 0; i < self.villagers.length; i++) {
self.villagers[i].update();
}
self.handleVillagersFallingInLove();
});
});
A background of a paysage with plain and without tree or montainbut no water see from the top in the air 100m by 100m Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
One human medieval villager in a warcraft 2 style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a house in a warcraft 2 style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tree a rock and crambery in a RTS style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A heart comic style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A cloud in a comic style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A market in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An Inn in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An school in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An bakery in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A well in a RTS fantasy style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tree in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
An apple in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A rock in a rts style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A home in a RTS and fantasy style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A brewery in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A lumberjack in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a marketplace in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a festival in a fantasy rts style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.